Atlis Concept and Update Thread

Game updates, patch notes, important server news
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tater pie
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Joined: Tue Apr 29, 2025 12:12 am
Atlis Concept and Update Thread

Post by tater pie »

๐Ÿ”ฅ Welcome to Atlis โ€” Echoes of the Fracture
A Cutthroat Fantasy Sandbox MMORPG

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๐Ÿ“œ What Is This Game?
Atlis is a grounded, war-torn fantasy MMORPG set after a devastating magical event known as The Fracture. You play as a Seeker, a rare type of person able to interact with lingering magical anomalies called Echoes โ€” fractured shards of reality from the war.

But this isnโ€™t a hand-holding themepark MMO. Atlis is dangerous, brutal, and player-driven. There are few rules, fewer safeties, and real consequences.

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๐Ÿ› ๏ธ What Have We Built?
This game is being developed entirely from scratch in vanilla Java, with zero engines or external libraries. Every pixel, every packet, every system โ€” hand-coded for maximum control and performance.

โœ”๏ธ Real-time multiplayer & combat with smooth player movement and syncing
โœ”๏ธ Live chat system, no filters, worldwide, alliance, proximity and private
โœ”๏ธ Region-based world streaming with animated objects
โœ”๏ธ A* pathfinding for intelligent NPC behavior

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๐ŸŽฎ Core Gameplay Mechanics
โš”๏ธ Open-world PvP โ€” full loot, minimal safe zones, danger everywhere
๐Ÿงฉ Echoes โ€” unstable magical anomalies powering skills and story
๐Ÿงฑ Base Building โ€” construct, claim, and siege structures in the wild
๐Ÿ›๏ธ Factions:
โ€ข The Concord โ€“ bring back order
โ€ข The Forgebound โ€“ reshape the world
โ€ข The Hollow Flame โ€“ burn it all down
๐Ÿ”ฅ Risk = Reward โ€” die in the wild, and drop everything you carry
๐Ÿง  Obscured Builds โ€” gear is hidden unless inspected; skill matters
๐ŸŒ Realm System โ€” each server is a realm; switching is costly
๐Ÿ•ต๏ธ No Trade Protection โ€” scams, lies, and betrayal are gameplay
๐Ÿ›ก๏ธ Guild Warfare โ€” politics, alliances, and territory control

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๐ŸŒ„ The Starting Region: Vale of Aros
Begin your journey in the Vale of Aros, a fractured valley where Seeker powers first awaken.

Key locations:
๐Ÿ˜๏ธ Weyford Hamlet โ€“ a sleepy farm town touched by anomalies
๐Ÿ—ฟ Cradlestone Ruins โ€“ the first Echo; unlocks your Seeker powers
๐ŸŒฒ The Hollow Grove โ€“ a rift dungeon with branching moral paths
๐Ÿฐ Aros Watchkeep โ€“ where factions clash and recruit Seekers

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๐Ÿงช Skills & Progression
Combat Skills: Assault, Strength, Defense, Sorcery, Hitpoints
Non-Combat Skills: Forestry, Blacksmithing, Fishing, Farming, Crafting, Hunting, Cooking, Construction

๐Ÿงฌ XP gain is slow and meaningful
โš ๏ธ Riskier zones = better XP
๐Ÿงด Potions must be crafted
๐Ÿ’€ Slow regen, punishing death

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๐Ÿ”ง Player Features (Now Functional)
โœ… Multiplayer support โ€” see and interact with other players in real time
โœ… In-game chat โ€” global messaging with scrolling history
โœ… Encrypted login โ€” RSA + ISAAC secure handshake
โœ… Region streaming โ€” seamless area loading based on movement
โœ… Smooth movement and animation syncing
โœ… Dynamic object placement โ€” visible to all players
โœ… Server-authoritative design โ€” the world is real and persistent
โœ… Online map editor โ€” design terrain, objects, and dungeons live
โœ… Animated assets โ€” buildings, NPCs, and objects brought to life

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๐Ÿ“ˆ Where We Are Now
โœ”๏ธ Secure login, packet streaming, and full password encryption. Not even the devs can see your password.
โœ”๏ธ Multiplayer connectivity
โœ”๏ธ Core movement and region streaming live
โœ”๏ธ Player visibility and world sync working
โœ”๏ธ Pathfinding and region-aware NPC logic, not finished
โœ”๏ธ Proximity chat working 99%
โœ”๏ธ First region (Vale of Aros) entering content stage
โœ”๏ธ Forums launched: Join the community
โœ”๏ธ Discord live: Join here

Next Up:
โ€ข NPC behaviors and interactions
โ€ข Proper multiplayer animation
โ€ข Basic inventory / banking
โ€ข Minimap
โ€ข Elaboration of chat system, World | Alliance | Proximity | Private
โ€ข Live hosting so people can log in and check on progress
โ€ข More extensive interface handling
โ€ข PVP & PVM combat integrations
โ€ข Basic quest support


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Atlis is not just a game. Itโ€™s a world being reforged from the ruins of a magical collapse โ€” where every player shapes the outcome.
tater pie
Site Admin
Posts: 5
Joined: Tue Apr 29, 2025 12:12 am
Re: Atlis Concept and Update Thread

Post by tater pie »

โœ… Core Feature Roadmap

1. Multiplayer Support
  • Server maintains all connected players
  • Broadcast movement + appearance updates
  • Proximity-based updates (region or tile range)
2. Chat System
  • Proximity or global chat
  • Optional command-based messaging: /say, /shout, /pm
  • Chat interface on client (bottom pane or overlay)
3. Inventory System
  • Server holds item data
  • Client GUI to display backpack/equipment slots
  • Item drag/drop, equip, use logic
4. Minimap
  • Display nearby terrain
  • Show player + nearby players/NPCs
  • Click-to-path or compass marker support later

๐Ÿ“ฆ Next Major Systems (Post-Core UI)

5. NPC Support
  • Server-controlled NPCs with:
  • โ€“ Movement
  • โ€“ Idle/walk states
  • โ€“ Basic pathing (A* reuse)
  • โ€“ Aggro or interact logic
6. Combat System
  • Client attack input โ†’ server validation
  • Damage, HP sync, cooldowns
  • Simple hitbox โ†’ later animation/effect sync
7. Entity Update Flags
  • Bitmask update system (APPEARANCE, ANIMATION, HEALTH, etc.)
  • Optimize bandwidth (send only what changed)
  • Applies to both players + NPCs

๐ŸŽฎ Game Systems That Follow

8. Skills and Experience
  • Skill progression system (e.g., combat, gathering)
  • XP, level thresholds
  • Server tracks all stats, client renders bars
9. Item Drops and Loot Tables
  • NPCs drop items โ†’ visible + lootable
  • Ground items disappear after time or pickup
  • Rarity/color-coded?
10. Crafting and Gathering
  • Woodcutting, mining, fishing, etc.
  • Interactive objects in world
  • Server confirms action, rewards items

๐ŸŒ Long-Term Features

11. Guilds and Friends
  • Player groups with stored data
  • Shared chat, tags, invite/kick logic
12. Trading
  • Request-based trading between players
  • Trade interface + item validation
13. Quests and Dialogue
  • Quest tracking system
  • Interactable NPC dialogue trees
  • Server-side objectives (kill X, collect Y)
14. Mounts or Vehicles
  • Faster movement system
  • Optional speed/slot constraints
15. World Events or Realm Capture
  • PvP zone control
  • Boss events or invasions
  • Timed spawns, global announcements
tater pie
Site Admin
Posts: 5
Joined: Tue Apr 29, 2025 12:12 am
Re: Atlis Concept and Update Thread

Post by tater pie »

Recently added or fixed features:

Skills implementation, still dodgy and basic
Interface support
Interfaces are managed by the server remotely
inventory system
basic minimap interface
tater pie
Site Admin
Posts: 5
Joined: Tue Apr 29, 2025 12:12 am
Re: Atlis Concept and Update Thread

Post by tater pie »

โ€‹I took a 6 month break and when work slowed down around new years I started back in again. What iv accomplished in the past couple months:





Recent Development Progress (Last Few Weeks)


Over the past couple weeks, Atlis has made massive progress and is now rapidly evolving into a fully playable sandbox MMORPG with dynamic systems and real gameplay depth.





Major Features Completed


Fully functional LPC-based character customization, allowing complete appearance editing using layered character sprites.

Full NPC creation system, including randomized LPC NPC generation.

Working LPC animations, including support for tools, weapons, and equipment visuals.

Fully functional inventory system, including ground items, object interaction, and pickup/drop mechanics.

Complete skill progression system, including XP gain and automatic level calculation.

Fully implemented currency system, including a permanent coin sack and item-based economy support.

Fully working chat system, supporting public, private, clan, and world channels, including ranks and permissions.

Fully working clan system, with ranks, settings, and clan-based player organization.

Fully implemented dialogue system, allowing NPC interaction and quest-style conversations.

A revamped and flexible dynamic interface toolkit, making UI creation faster and fully modular.

Fully working hotbar and action bar system for combat and interaction-based gameplay.

Improved login experience, including a loading bar and smoother entry into the game world.

Major improvements to movement and performance, including fixing multiple CPU/memory leaks that were affecting gameplay smoothness.

Added a full pause menu, including logout and game setting controls.

Added full minimap and world map systems, including zoom support.



Procedural World Generation Breakthrough


Fully automated terrain generation, including proper terrain blending and clean edge transitions.

Fully automated region streaming, allowing nearby regions to load smoothly as the player approaches borders (no screen tearing or hard transitions).

Fully automated town generation, including road/path generation and building placement.

Randomized NPC spawning, with NPCs being logically tied to towns and bound to specific houses for realistic behavior and structure.

Latest update: Full npc house bound generation, random appearances with names, dialogues and coming soon quest generation!
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